Anthem

Anthem Dev Tracker




29 Jan

Comment

Originally posted by GreyWind11

In regards to colossus res wit shield up, ranger and storm (didnt play interceptor but i hear his ult is useful for risky revives) have methods of shielding during res. and their blue health on top of that. but my beautiful THICC boi has to face tank all the bullets with his green health. feels a bit off unless i take the damage reduction support ability (which i like better anyway).

Several times i naturally tried to hold my shield up during revive. it felt like i should.

Good point, thank you Grey.

Comment

Originally posted by bhouse08

The only other uncommon complaint I have is no matter if you picked inversion look on or off while at fort tarsus the results would always be the same.

Sorry peeps! Was known (relatively hard to trap) issue that we couldn't get sorted before the demo. Fixed in release!

Comment

Originally posted by Halbrium

I'm running a 1080 TI in 3440x1440 and get 30-50 fps. This is with all of the top level settings off, and AA set to TAA, and Post Processing set to Low.

Whats worse is when I turn other settings down I don't see a big FPS gain. Combat seems to be the worst for FPS but there are some bad moments just flying around.

I get 80-100 FPS in Battlefront II on Ultra for comparison.

All I want is the ability to have a solid 60. More would be better, but combat doesn't feel great for me right now with a near top of the line card.

Hey Halbrium, I don’t have any great specifics right now on what may come out of all of the feedback we got regarding performance/optimization across the board, but I appreciate you taking the time give your details either way.

Comment

Originally posted by PropheticEvent

Thank you.

Sorry I’m late! What Zinezune said.

Comment

Originally posted by agonyou

Last question. There is a discord server setup is this only for devs/beta/demo?

Hey Agonyou, I’m actually not familiar with the Discord. Was it an official one? I may be out of the loop.

Comment

Originally posted by CourteousSmith

u/Biocamden I made a post previously in the day 1 thread, I just had some feedback as an interceptor main.

Venom spray should be executed based on where you are looking not where the javelin is.

Spark dash shouldn't be solely a targeted ability, I should be able to turn around and use the gear to evade or get to my team quicker.

This one more than likely is a stretch for me, but it would enhance my gameplay experience if the wraith strike could carry the combo aura to apply status effects from a range or while evading.

Cluster mine should detonate after hitting an enemy not just over them being walked over.

Regardless of these notes, it was a fantastic fantastic demo beyond the issues that happened. I am looking so forward to full release and open demo.

Thanks so much for the feedback Courteous! I really appreciate the functionality concerns you had for Spark Dash and Venom Spray. Spark Dash does require a target and would take significant work to revamp. I sent myself a note for Venom Spray, I’ll see if we can take a look at that one.

So for Wraith strike do you feel like it needs a little more flair or oomph to it to be more impactful? Could this be achieved through better balancing? It’s definitely a cool idea, just no idea if it’s even possible.

I think for Cluster Mine we actually had gone back and forth on this one and this was seen as a little better because it makes it more of a spread/AoE rather than having them all detonate on the single target.

Comment

Originally posted by m10594f4293

what about the audio levels some stuff felt so quiet like the dialogue even guns sounds were super quiet.

i could never hear half the stuff in game and settings were at max levels

I'm worried you were getting cutouts too. The release build has a lot of mixing that should address this.